mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
Update to game build 2023r171
This commit is contained in:
parent
2e25d098d8
commit
320846f7d4
42 changed files with 724 additions and 1548 deletions
|
@ -1,57 +0,0 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using System.Reflection;
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namespace ml_amt.Fixes
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{
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static class FBTDetectionFix
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{
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static readonly MethodInfo[] ms_fbtDetouredMethods =
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{
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typeof(PlayerSetup).GetMethod("Update", BindingFlags.NonPublic | BindingFlags.Instance),
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typeof(PlayerSetup).GetMethod("FixedUpdate", BindingFlags.NonPublic | BindingFlags.Instance),
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typeof(PlayerSetup).GetMethod("UpdatePlayerAvatarMovementData", BindingFlags.NonPublic | BindingFlags.Instance),
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typeof(CVRParameterStreamEntry).GetMethod(nameof(CVRParameterStreamEntry.CheckUpdate))
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};
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static bool ms_fbtDetour = false;
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internal static void Init(HarmonyLib.Harmony p_instance)
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{
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// FBT detour
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p_instance.Patch(
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typeof(BodySystem).GetMethod(nameof(BodySystem.FBTAvailable)),
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new HarmonyLib.HarmonyMethod(typeof(FBTDetectionFix).GetMethod(nameof(OnFBTAvailable_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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null
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);
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foreach(MethodInfo l_detoured in ms_fbtDetouredMethods)
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{
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p_instance.Patch(
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l_detoured,
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new HarmonyLib.HarmonyMethod(typeof(FBTDetectionFix).GetMethod(nameof(FBTDetour_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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new HarmonyLib.HarmonyMethod(typeof(FBTDetectionFix).GetMethod(nameof(FBTDetour_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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}
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}
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// FBT detection override
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static void FBTDetour_Prefix()
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{
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ms_fbtDetour = true;
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}
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static void FBTDetour_Postfix()
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{
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ms_fbtDetour = false;
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}
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static bool OnFBTAvailable_Prefix(ref bool __result)
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{
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if(ms_fbtDetour && !BodySystem.isCalibratedAsFullBody)
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{
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__result = false;
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return false;
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}
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return true;
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}
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}
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}
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@ -1,123 +0,0 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.MovementSystem;
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using System;
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using System.Reflection;
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using UnityEngine;
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namespace ml_amt.Fixes
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{
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static class PlayerColliderFix
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{
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static FieldInfo ms_initialAvatarHeight = typeof(PlayerSetup).GetField("_initialAvatarHeight", BindingFlags.NonPublic | BindingFlags.Instance);
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static FieldInfo ms_avatarHeight = typeof(PlayerSetup).GetField("_avatarHeight", BindingFlags.NonPublic | BindingFlags.Instance);
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internal static void Init(HarmonyLib.Harmony p_instance)
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{
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// Alternative collider height and radius
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p_instance.Patch(
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typeof(MovementSystem).GetMethod("UpdateCollider", BindingFlags.NonPublic | BindingFlags.Instance),
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new HarmonyLib.HarmonyMethod(typeof(PlayerColliderFix).GetMethod(nameof(OnUpdateCollider_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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null
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);
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p_instance.Patch(
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typeof(PlayerSetup).GetMethod("SetupIKScaling", BindingFlags.NonPublic | BindingFlags.Instance),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PlayerColliderFix).GetMethod(nameof(OnSetupIKScaling_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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Settings.CollisionScaleChange += OnCollisionScaleChange;
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}
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// Alternative collider size
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static bool OnUpdateCollider_Prefix(
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ref MovementSystem __instance,
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bool __0, // updateRadius
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CharacterController ___controller,
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float ____avatarHeight,
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float ____avatarHeightFactor,
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float ____minimumColliderRadius,
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Vector3 ____colliderCenter
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)
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{
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if(!Settings.CollisionScale)
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return true;
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try
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{
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if(___controller != null)
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{
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float l_scaledHeight = ____avatarHeight * ____avatarHeightFactor;
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float l_newRadius = (__0 ? Mathf.Max(____minimumColliderRadius, l_scaledHeight / 6f) : ___controller.radius);
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float l_newHeight = Mathf.Max(l_scaledHeight, l_newRadius * 2f);
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float l_currentHeight = ___controller.height;
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Vector3 l_newCenter = ____colliderCenter;
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l_newCenter.y = (l_newHeight + 0.075f) * 0.5f; // Idk where 0.075f has come from
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Vector3 l_currentCenter = ___controller.center;
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if(__0 || (Mathf.Abs(l_currentHeight - l_newHeight) > (l_currentHeight * 0.05f)) || (Vector3.Distance(l_currentCenter, l_newCenter) > (l_currentHeight * 0.05f)))
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{
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if(__0)
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___controller.radius = l_newRadius;
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___controller.height = l_newHeight;
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___controller.center = l_newCenter;
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__instance.groundDistance = l_newRadius;
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if(__instance.proxyCollider != null)
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{
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if(__0)
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__instance.proxyCollider.radius = l_newRadius;
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__instance.proxyCollider.height = l_newHeight;
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__instance.proxyCollider.center = new Vector3(0f, l_newCenter.y, 0f);
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}
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if(__instance.forceObject != null)
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__instance.forceObject.transform.localScale = new Vector3(l_newRadius + 0.1f, l_newHeight, l_newRadius + 0.1f);
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if(__instance.groundCheck != null)
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__instance.groundCheck.localPosition = ____colliderCenter;
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}
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}
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}
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catch(Exception l_exception)
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{
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MelonLoader.MelonLogger.Error(l_exception);
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}
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return false;
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}
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static void OnSetupIKScaling_Postfix(
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ref PlayerSetup __instance,
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float ____avatarHeight
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)
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{
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if(!Settings.CollisionScale)
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return;
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try
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{
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__instance._movementSystem.UpdateAvatarHeight(Mathf.Clamp(____avatarHeight, 0.05f, float.MaxValue), true);
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}
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catch(Exception l_exception)
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{
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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static void OnCollisionScaleChange(bool p_state)
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{
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try
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{
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if(p_state)
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MovementSystem.Instance.UpdateAvatarHeight((float)ms_avatarHeight.GetValue(PlayerSetup.Instance), true);
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else
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MovementSystem.Instance.UpdateAvatarHeight((float)ms_initialAvatarHeight.GetValue(PlayerSetup.Instance), true);
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}
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catch(Exception l_exception)
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{
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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}
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}
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@ -35,17 +35,9 @@ namespace ml_amt
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null,
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(OnCalibrate_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod("SetPlaySpaceScale", BindingFlags.NonPublic | BindingFlags.Instance),
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null,
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(OnPlayspaceScale_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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// Fixes
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Fixes.AnimatorOverrideControllerFix.Init(HarmonyInstance);
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Fixes.FBTDetectionFix.Init(HarmonyInstance);
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Fixes.PlayerColliderFix.Init(HarmonyInstance);
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Fixes.MovementJumpFix.Init(HarmonyInstance);
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ModSupporter.Init();
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yield return null;
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m_localTweaker = PlayerSetup.Instance.gameObject.AddComponent<MotionTweaker>();
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m_localTweaker.SetIKOverrideCrouch(Settings.IKOverrideCrouch);
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m_localTweaker.SetCrouchLimit(Settings.CrouchLimit);
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m_localTweaker.SetIKOverrideProne(Settings.IKOverrideProne);
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m_localTweaker.SetProneLimit(Settings.ProneLimit);
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m_localTweaker.SetPoseTransitions(Settings.PoseTransitions);
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m_localTweaker.SetAdjustedMovement(Settings.AdjustedMovement);
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m_localTweaker.SetIKOverrideFly(Settings.IKOverrideFly);
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m_localTweaker.SetIKOverrideJump(Settings.IKOverrideJump);
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m_localTweaker.SetDetectEmotes(Settings.DetectEmotes);
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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static void OnPlayspaceScale_Postfix() => ms_instance?.OnPlayspaceScale();
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void OnPlayspaceScale()
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{
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try
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{
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if(m_localTweaker != null)
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m_localTweaker.OnPlayspaceScale();
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}
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catch(Exception l_exception)
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{
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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}
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}
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@ -12,49 +12,32 @@ namespace ml_amt
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[DisallowMultipleComponent]
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class MotionTweaker : MonoBehaviour
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{
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struct IKState
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{
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public float m_weight;
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public float m_locomotionWeight;
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public bool m_plantFeet;
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public bool m_bendNormalLeft;
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public bool m_bendNormalRight;
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}
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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static readonly int ms_emoteHash = Animator.StringToHash("Emote");
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enum PoseState
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{
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Standing = 0,
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Crouching,
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Proning
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}
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IKState m_ikState;
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VRIK m_vrIk = null;
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int m_locomotionLayer = 0;
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float m_ikWeight = 1f; // Original weight
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float m_locomotionWeight = 1f; // Original weight
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bool m_plantFeet = false; // Original plant feet
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float m_avatarScale = 1f; // Instantiated scale
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float m_avatarScale = 1f;
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Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
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bool m_bendNormalLeft = false;
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bool m_bendNormalRight = false;
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Transform m_avatarHips = null;
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float m_avatarHeight = 1f; // Initial avatar view height
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bool m_inVR = false;
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bool m_fbtAnimations = true;
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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float m_upright = 1f;
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PoseState m_poseState = PoseState.Standing;
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bool m_grounded = false;
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bool m_groundedRaw = false;
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bool m_moving = false;
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bool m_locomotionOverride = false;
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bool m_ikOverrideCrouch = true;
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float m_crouchLimit = 0.65f;
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bool m_customCrouchLimit = false;
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bool m_ikOverrideProne = true;
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float m_proneLimit = 0.3f;
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bool m_customProneLimit = false;
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bool m_poseTransitions = true;
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bool m_adjustedMovement = true;
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bool m_ikOverrideFly = true;
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bool m_ikOverrideJump = true;
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@ -64,7 +47,6 @@ namespace ml_amt
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bool m_followHips = true;
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Vector3 m_hipsToPlayer = Vector3.zero;
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Vector2 m_stepDistance = Vector2.zero;
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Vector3 m_massCenter = Vector3.zero;
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readonly List<AvatarParameter> m_parameters = null;
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@ -79,38 +61,27 @@ namespace ml_amt
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{
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m_inVR = Utils.IsInVR();
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Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange += this.SetCrouchLimit;
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Settings.IKOverrideProneChange += this.SetIKOverrideProne;
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Settings.ProneLimitChange += this.SetProneLimit;
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Settings.PoseTransitionsChange += this.SetPoseTransitions;
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Settings.AdjustedMovementChange += this.SetAdjustedMovement;
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Settings.IKOverrideFlyChange += this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
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Settings.DetectEmotesChange += this.SetDetectEmotes;
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Settings.FollowHipsChange += this.SetFollowHips;
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Settings.MassCenterChange += this.OnMassCenterChange;
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Settings.ScaledStepsChange += this.OnScaledStepsChange;
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m_fbtAnimations = MetaPort.Instance.settings.GetSettingsBool("GeneralEnableRunningAnimationFullBody");
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MetaPort.Instance.settings.settingBoolChanged.AddListener(this.OnGameSettingBoolChange);
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SetCrouchLimit(Settings.CrouchLimit);
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SetProneLimit(Settings.ProneLimit);
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}
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void OnDestroy()
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{
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Settings.IKOverrideCrouchChange -= this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange -= this.SetCrouchLimit;
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Settings.IKOverrideProneChange -= this.SetIKOverrideProne;
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Settings.ProneLimitChange -= this.SetProneLimit;
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Settings.PoseTransitionsChange -= this.SetPoseTransitions;
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Settings.AdjustedMovementChange -= this.SetAdjustedMovement;
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Settings.IKOverrideFlyChange -= this.SetIKOverrideFly;
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Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
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Settings.DetectEmotesChange -= this.SetDetectEmotes;
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Settings.FollowHipsChange -= this.SetFollowHips;
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Settings.MassCenterChange -= this.OnMassCenterChange;
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MetaPort.Instance.settings.settingBoolChanged.RemoveListener(this.OnGameSettingBoolChange);
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}
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void Update()
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@ -121,40 +92,12 @@ namespace ml_amt
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m_groundedRaw = MovementSystem.Instance.IsGroundedRaw();
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m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
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// Update upright
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * PlayerSetup.Instance.GetActiveCamera().transform.GetMatrix();
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float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(m_avatarHeight * GetRelativeScale(), 0f, float.MaxValue);
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m_upright = Mathf.Clamp01((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f);
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m_poseState = (m_upright <= Mathf.Min(m_proneLimit, m_crouchLimit)) ? PoseState.Proning : ((m_upright <= Mathf.Max(m_proneLimit, m_crouchLimit)) ? PoseState.Crouching : PoseState.Standing);
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if(m_avatarHips != null)
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{
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Vector4 l_hipsToPoint = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector;
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m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z);
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}
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if(m_inVR && (m_vrIk != null) && m_vrIk.enabled)
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{
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if(m_adjustedMovement)
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{
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MovementSystem.Instance.ChangeCrouch(m_poseState == PoseState.Crouching);
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MovementSystem.Instance.ChangeProne(m_poseState == PoseState.Proning);
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if(!m_poseTransitions)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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}
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}
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if(m_poseTransitions)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (m_poseState == PoseState.Crouching) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations));
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (m_poseState == PoseState.Proning) && !m_compatibleAvatar && (!BodySystem.isCalibratedAsFullBody || m_fbtAnimations));
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}
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}
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m_emoteActive = false;
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if(m_detectEmotes && (m_locomotionLayer >= 0))
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{
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|
@ -178,10 +121,6 @@ namespace ml_amt
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m_grounded = false;
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m_groundedRaw = false;
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m_avatarReady = false;
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m_compatibleAvatar = false;
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m_poseState = PoseState.Standing;
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m_customCrouchLimit = false;
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m_customProneLimit = false;
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m_avatarScale = 1f;
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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|
@ -189,9 +128,7 @@ namespace ml_amt
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m_locomotionOverride = false;
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m_hipsToPlayer = Vector3.zero;
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m_avatarHips = null;
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m_avatarHeight = 1f;
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m_massCenter = Vector3.zero;
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m_stepDistance = Vector2.zero;
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m_parameters.Clear();
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}
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|
@ -201,7 +138,7 @@ namespace ml_amt
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m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
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m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
|
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m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
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m_avatarHeight = PlayerSetup.Instance._avatar.GetComponent<ABI.CCK.Components.CVRAvatar>().viewPosition.y;
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m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
|
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// Parse animator parameters
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Upright, PlayerSetup.Instance.animatorManager));
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|
@ -209,17 +146,6 @@ namespace ml_amt
|
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m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
|
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m_parameters.RemoveAll(p => !p.IsValid());
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m_compatibleAvatar = m_parameters.Exists(p => (p.GetParameterType() == AvatarParameter.ParameterType.Upright));
|
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m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
|
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Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
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m_customCrouchLimit = (l_customTransform != null);
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m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.CrouchLimit;
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|
||||
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit");
|
||||
m_customProneLimit = (l_customTransform != null);
|
||||
m_proneLimit = m_customProneLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.ProneLimit;
|
||||
|
||||
// Apply VRIK tweaks
|
||||
if(m_vrIk != null)
|
||||
{
|
||||
|
@ -246,8 +172,6 @@ namespace ml_amt
|
|||
|
||||
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
|
||||
|
||||
m_stepDistance.Set(m_vrIk.solver.locomotion.stepThreshold, m_vrIk.solver.locomotion.footDistance);
|
||||
|
||||
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
|
||||
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
|
||||
}
|
||||
|
@ -257,33 +181,21 @@ namespace ml_amt
|
|||
|
||||
internal void OnCalibrate()
|
||||
{
|
||||
if(m_avatarReady && BodySystem.isCalibratedAsFullBody && BodySystem.enableHipTracking && !BodySystem.enableRightFootTracking && !BodySystem.enableLeftFootTracking && !BodySystem.enableLeftKneeTracking && !BodySystem.enableRightKneeTracking)
|
||||
if(m_avatarReady && (m_vrIk != null) && (m_vrIk.solver.spine.pelvisTarget != null) && (m_vrIk.solver.leftLeg.target == null) && (m_vrIk.solver.rightLeg.target == null))
|
||||
{
|
||||
// Do not consider 4PT as FBT (!!!)
|
||||
m_vrIk.solver.spine.bodyPosStiffness = 0.55f;
|
||||
m_vrIk.solver.spine.bodyRotStiffness = 0.1f;
|
||||
m_vrIk.solver.spine.neckStiffness = 0.5f;
|
||||
m_vrIk.solver.spine.chestClampWeight = 0.55f;
|
||||
m_vrIk.solver.spine.moveBodyBackWhenCrouching = 0.5f;
|
||||
m_vrIk.solver.spine.maxRootAngle = 25f;
|
||||
m_vrIk.fixTransforms = false;
|
||||
|
||||
BodySystem.isCalibratedAsFullBody = false;
|
||||
BodySystem.TrackingLeftLegEnabled = false;
|
||||
BodySystem.TrackingRightLegEnabled = false;
|
||||
BodySystem.TrackingLocomotionEnabled = true;
|
||||
|
||||
if(m_vrIk != null)
|
||||
m_vrIk.solver.spine.maxRootAngle = 25f; // I need to rotate my legs, ffs!
|
||||
}
|
||||
}
|
||||
|
||||
internal void OnPlayspaceScale()
|
||||
{
|
||||
if(m_vrIk != null)
|
||||
{
|
||||
if(Settings.MassCenter)
|
||||
m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
|
||||
|
||||
if(Settings.ScaledSteps)
|
||||
{
|
||||
m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
|
||||
m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
|
||||
|
||||
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
|
||||
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -292,24 +204,24 @@ namespace ml_amt
|
|||
{
|
||||
bool l_locomotionOverride = false;
|
||||
|
||||
m_ikWeight = m_vrIk.solver.IKPositionWeight;
|
||||
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
|
||||
m_plantFeet = m_vrIk.solver.plantFeet;
|
||||
m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
|
||||
m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
|
||||
m_ikState.m_weight = m_vrIk.solver.IKPositionWeight;
|
||||
m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight;
|
||||
m_ikState.m_plantFeet = m_vrIk.solver.plantFeet;
|
||||
m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
|
||||
m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
|
||||
|
||||
if(m_detectEmotes && m_emoteActive)
|
||||
m_vrIk.solver.IKPositionWeight = 0f;
|
||||
|
||||
if(!BodySystem.isCalibratedAsFullBody)
|
||||
{
|
||||
if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
|
||||
if(PlayerSetup.Instance.avatarUpright <= PlayerSetup.Instance.avatarCrouchLimit)
|
||||
{
|
||||
m_vrIk.solver.locomotion.weight = 0f;
|
||||
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
|
||||
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
|
||||
l_locomotionOverride = true;
|
||||
}
|
||||
|
||||
if(m_ikOverrideFly && MovementSystem.Instance.flying)
|
||||
{
|
||||
m_vrIk.solver.locomotion.weight = 0f;
|
||||
|
@ -327,7 +239,7 @@ namespace ml_amt
|
|||
}
|
||||
|
||||
bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
|
||||
if(l_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody && !ModSupporter.SkipHipsOverride())
|
||||
if(l_locomotionOverride && l_solverActive && m_followHips && (!m_moving || (PlayerSetup.Instance.avatarUpright <= PlayerSetup.Instance.avatarProneLimit)) && m_inVR && !BodySystem.isCalibratedAsFullBody && !ModSupporter.SkipHipsOverride())
|
||||
{
|
||||
m_vrIk.solver.plantFeet = false;
|
||||
IKSystem.VrikRootController.enabled = false;
|
||||
|
@ -341,51 +253,21 @@ namespace ml_amt
|
|||
|
||||
void OnIKPostUpdate()
|
||||
{
|
||||
m_vrIk.solver.IKPositionWeight = m_ikWeight;
|
||||
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
|
||||
m_vrIk.solver.plantFeet = m_plantFeet;
|
||||
m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_bendNormalLeft;
|
||||
m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight;
|
||||
m_vrIk.solver.IKPositionWeight = m_ikState.m_weight;
|
||||
m_vrIk.solver.locomotion.weight = m_ikState.m_locomotionWeight;
|
||||
m_vrIk.solver.plantFeet = m_ikState.m_plantFeet;
|
||||
m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_ikState.m_bendNormalLeft;
|
||||
m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_ikState.m_bendNormalRight;
|
||||
}
|
||||
|
||||
// Settings
|
||||
internal void SetIKOverrideCrouch(bool p_state)
|
||||
{
|
||||
m_ikOverrideCrouch = p_state;
|
||||
}
|
||||
internal void SetCrouchLimit(float p_value)
|
||||
{
|
||||
if(!m_customCrouchLimit)
|
||||
m_crouchLimit = Mathf.Clamp01(p_value);
|
||||
}
|
||||
internal void SetIKOverrideProne(bool p_state)
|
||||
{
|
||||
m_ikOverrideProne = p_state;
|
||||
PlayerSetup.Instance.avatarCrouchLimit = Mathf.Max(Mathf.Clamp01(p_value), PlayerSetup.Instance.avatarProneLimit);
|
||||
}
|
||||
internal void SetProneLimit(float p_value)
|
||||
{
|
||||
if(!m_customProneLimit)
|
||||
m_proneLimit = Mathf.Clamp01(p_value);
|
||||
}
|
||||
internal void SetPoseTransitions(bool p_state)
|
||||
{
|
||||
m_poseTransitions = p_state;
|
||||
|
||||
if(!m_poseTransitions && m_avatarReady && m_inVR)
|
||||
{
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
|
||||
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
|
||||
}
|
||||
}
|
||||
internal void SetAdjustedMovement(bool p_state)
|
||||
{
|
||||
m_adjustedMovement = p_state;
|
||||
|
||||
if(!m_adjustedMovement && m_avatarReady && m_inVR)
|
||||
{
|
||||
MovementSystem.Instance.ChangeCrouch(false);
|
||||
MovementSystem.Instance.ChangeProne(false);
|
||||
}
|
||||
PlayerSetup.Instance.avatarProneLimit = Mathf.Min(Mathf.Clamp01(p_value), PlayerSetup.Instance.avatarCrouchLimit);
|
||||
}
|
||||
internal void SetIKOverrideFly(bool p_state)
|
||||
{
|
||||
|
@ -408,32 +290,6 @@ namespace ml_amt
|
|||
if(m_vrIk != null)
|
||||
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? (m_massCenter * GetRelativeScale()) : m_locomotionOffset);
|
||||
}
|
||||
void OnScaledStepsChange(bool p_state)
|
||||
{
|
||||
if(m_vrIk != null)
|
||||
{
|
||||
if(p_state)
|
||||
{
|
||||
m_vrIk.solver.locomotion.stepThreshold = m_stepDistance.x * GetRelativeScale();
|
||||
m_vrIk.solver.locomotion.footDistance = m_stepDistance.y * GetRelativeScale();
|
||||
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
|
||||
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(Mathf.Clamp01(PlayerSetup.Instance.GetAvatarHeight()) * 0.03f);
|
||||
}
|
||||
else
|
||||
{
|
||||
IKSystem.Instance.ApplyAvatarScaleToIk(PlayerSetup.Instance.GetAvatarHeight());
|
||||
m_vrIk.solver.locomotion.stepHeight.keys = Utils.GetSineKeyframes(0.03f);
|
||||
m_vrIk.solver.locomotion.heelHeight.keys = Utils.GetSineKeyframes(0.03f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Game settings
|
||||
void OnGameSettingBoolChange(string p_name, bool p_state)
|
||||
{
|
||||
if(p_name == "GeneralEnableRunningAnimationFullBody")
|
||||
m_fbtAnimations = p_state;
|
||||
}
|
||||
|
||||
// Arbitrary
|
||||
float GetRelativeScale()
|
||||
|
@ -442,7 +298,7 @@ namespace ml_amt
|
|||
}
|
||||
|
||||
// Parameters access
|
||||
public float GetUpright() => m_upright;
|
||||
public float GetUpright() => PlayerSetup.Instance.avatarUpright;
|
||||
public bool GetGroundedRaw() => m_groundedRaw;
|
||||
public bool GetMoving() => m_moving;
|
||||
}
|
||||
|
|
|
@ -1,10 +1,6 @@
|
|||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyTitle("AvatarMotionTweaker")]
|
||||
[assembly: AssemblyVersion("1.2.8")]
|
||||
[assembly: AssemblyFileVersion("1.2.8")]
|
||||
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.2.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.2.9", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
|
||||
[assembly: MelonLoader.MelonOptionalDependencies("ml_prm", "ml_pmc")]
|
||||
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
|
|
|
@ -10,45 +10,34 @@ This mod adds features for AAS animator and avatar locomotion behaviour.
|
|||
|
||||
# Usage
|
||||
Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
|
||||
* **IK override while crouching:** disables legs locomotion/autostep upon HMD reaching `Crouch limit`; default value - `true`.
|
||||
* **Crouch limit:** defines crouch limit; default value - `65`.
|
||||
* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `CrouchLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
|
||||
* **IK override while proning:** disables legs locomotion/autostep upon HMD reaching `Prone limit`; default value - `true`.
|
||||
* **Prone limit:** defines prone limit; default value - `30`.
|
||||
* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `ProneLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
|
||||
* **Crouch limit:** defines crouch limit; default value - `75`.
|
||||
* **Prone limit:** defines prone limit; default value - `40`.
|
||||
* **IK override while flying:** disables legs locomotion/autostep in fly mode; default value - `true`.
|
||||
* **IK override while jumping:** disables legs locomotion/autostep in jump; default value - `true`.
|
||||
* **Follow hips on IK override:** adjusts avatar position to overcome animation snapping on IK override; default value - `true`.
|
||||
* Note: Works best with animations that have root transform position (XZ) based on center of mass.
|
||||
* Note: Made for four point tracking (head, hands, hips) in mind.
|
||||
* **Pose transitions:** allows regular avatars animator to transit in crouch/prone states; default value - `true`.
|
||||
* Note: Avatar is considered as regular if its AAS animator doesn't have `Upright` parameter.
|
||||
* **Adjusted pose movement speed:** scales movement speed upon crouching/proning; default value - `true`.
|
||||
* Note: Made for four point tracking (head, hands and hips) in mind.
|
||||
* **Detect animations emote tag:** disables avatar's IK entirely if current animator state has `Emote` tag; default value - `true`.
|
||||
* Note: Created as example for [propoused game feature](https://feedback.abinteractive.net/p/disabling-vr-ik-for-emotes-via-animator-state-tag-7b80d963-053a-41c0-86ac-e3d53c61c1e2).
|
||||
* **Adjusted locomotion mass center:** automatically changes IK locomotion center if avatar has toe bones; default value - `true`.
|
||||
* Note: Compatible with [DesktopVRIK](https://github.com/NotAKidOnSteam/DesktopVRIK) and [FuckToes](https://github.com/NotAKidOnSteam/FuckToes).
|
||||
* **Scaled locomotion steps:** scales VRIK locomotion steps according to avatar height and scale; default value - `true`.
|
||||
#### Fixes/overhauls options
|
||||
* **Scaled locomotion jump:** scales locomotion jump according to relation between your player settings height and current avatar height (includes avatar scale); default value - `false`.
|
||||
* Note: Disabled in worlds that don't allow flight.
|
||||
* **Alternative avatar collider scale:** applies slightly different approach to avatar collider size change; default value - `true`.
|
||||
* **Fix animation overrides (chairs, etc.):** fixes animations overriding for avatars with AAS; default value - `true`.
|
||||
* Note: This option is made to address [broken animator in chairs and combat worlds issue](https://feedback.abinteractive.net/p/gestures-getting-stuck-locally-upon-entering-vehicles-chairs).
|
||||
|
||||
Available additional parameters for AAS animator:
|
||||
* **`Upright`:** defines linear coefficient between current viewpoint height and avatar's viewpoint height; float, range - [0.0, 1.0].
|
||||
* Note: Can be set as local-only (not synced) if starts with `#` character.
|
||||
* Note: Defining this parameter in AAS animator will consider avatar as compatible with mod.
|
||||
* Note: Can't be used for transitions between poses in desktop mode. In desktop mode its value is driven by avatar animations. Use `CVR Parameter Stream` for detecting desktop/VR modes and change AAS animator transitions accordingly.
|
||||
* Note: Shouldn't be used for transitions between poses in desktop mode. In desktop mode its value is driven by avatar animations. Use `CVR Parameter Stream` for detecting desktop/VR modes and change AAS animator transitions accordingly.
|
||||
* **`GroundedRaw`:** defines instant grounding state of player instead of delayed default parameter `Grounded`; boolean.
|
||||
* Note: Can be set as local-only (not synced) if starts with `#` character.
|
||||
* **`Moving`:** defines movement state of player; boolean.
|
||||
* Note: Can be set as local-only (not synced) if starts with `#` character.
|
||||
|
||||
Additional mod's behaviour:
|
||||
* Overrides and fixes IK behaviour in 4PT mode (head, hands, hips). Be sure to disable legs and knees tracking in `Settings - IK tab`.
|
||||
* Overrides and fixes IK behaviour in 4PT mode (head, hands and hips).
|
||||
|
||||
https://user-images.githubusercontent.com/4295751/233663668-adf5eaa6-8195-4fd2-90d5-78d61fe3fe58.mp4
|
||||
|
||||
https://user-images.githubusercontent.com/4295751/233663726-80a05323-aed2-41fb-9b00-7d5024ebf247.mp4
|
||||
# NOTE
|
||||
This is testing update for game build r171, not ready for massive usage yet!
|
|
@ -9,56 +9,38 @@ namespace ml_amt
|
|||
{
|
||||
enum ModSetting
|
||||
{
|
||||
IKOverrideCrouch = 0,
|
||||
CrouchLimit,
|
||||
IKOverrideProne,
|
||||
ProneLimit,
|
||||
PoseTransitions,
|
||||
AdjustedMovement,
|
||||
IKOverrideFly,
|
||||
IKOverrideJump,
|
||||
DetectEmotes,
|
||||
FollowHips,
|
||||
CollisionScale,
|
||||
ScaledSteps,
|
||||
ScaledJump,
|
||||
MassCenter,
|
||||
OverrideFix
|
||||
};
|
||||
|
||||
public static bool IKOverrideCrouch { get; private set; } = true;
|
||||
public static float CrouchLimit { get; private set; } = 0.65f;
|
||||
public static bool IKOverrideProne { get; private set; } = true;
|
||||
public static float ProneLimit { get; private set; } = 0.3f;
|
||||
public static bool PoseTransitions { get; private set; } = true;
|
||||
public static bool AdjustedMovement { get; private set; } = true;
|
||||
public static float CrouchLimit { get; private set; } = 0.75f;
|
||||
public static float ProneLimit { get; private set; } = 0.4f;
|
||||
public static bool IKOverrideFly { get; private set; } = true;
|
||||
public static bool IKOverrideJump { get; private set; } = true;
|
||||
public static bool DetectEmotes { get; private set; } = true;
|
||||
public static bool FollowHips { get; private set; } = true;
|
||||
public static bool MassCenter { get; private set; } = true;
|
||||
public static bool ScaledSteps { get; private set; } = true;
|
||||
public static bool ScaledJump { get; private set; } = false;
|
||||
public static bool CollisionScale { get; private set; } = true;
|
||||
public static bool OverrideFix { get; private set; } = true;
|
||||
|
||||
static MelonLoader.MelonPreferences_Category ms_category = null;
|
||||
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
|
||||
|
||||
static public event Action<bool> IKOverrideCrouchChange;
|
||||
static public event Action<float> CrouchLimitChange;
|
||||
static public event Action<bool> IKOverrideProneChange;
|
||||
static public event Action<float> ProneLimitChange;
|
||||
static public event Action<bool> PoseTransitionsChange;
|
||||
static public event Action<bool> AdjustedMovementChange;
|
||||
static public event Action<bool> IKOverrideFlyChange;
|
||||
static public event Action<bool> IKOverrideJumpChange;
|
||||
static public event Action<bool> DetectEmotesChange;
|
||||
static public event Action<bool> FollowHipsChange;
|
||||
static public event Action<bool> MassCenterChange;
|
||||
static public event Action<bool> ScaledStepsChange;
|
||||
static public event Action<bool> ScaledJumpChange;
|
||||
static public event Action<bool> CollisionScaleChange;
|
||||
static public event Action<bool> OverrideFixChange;
|
||||
|
||||
internal static void Init()
|
||||
|
@ -67,37 +49,25 @@ namespace ml_amt
|
|||
|
||||
ms_entries = new List<MelonLoader.MelonPreferences_Entry>()
|
||||
{
|
||||
ms_category.CreateEntry(ModSetting.IKOverrideCrouch.ToString(), IKOverrideCrouch),
|
||||
ms_category.CreateEntry(ModSetting.CrouchLimit.ToString(), (int)(CrouchLimit * 100f)),
|
||||
ms_category.CreateEntry(ModSetting.IKOverrideProne.ToString(), IKOverrideProne),
|
||||
ms_category.CreateEntry(ModSetting.ProneLimit.ToString(), (int)(ProneLimit * 100f)),
|
||||
ms_category.CreateEntry(ModSetting.PoseTransitions.ToString(), PoseTransitions),
|
||||
ms_category.CreateEntry(ModSetting.AdjustedMovement.ToString(), AdjustedMovement),
|
||||
ms_category.CreateEntry(ModSetting.IKOverrideFly.ToString(), IKOverrideFly),
|
||||
ms_category.CreateEntry(ModSetting.IKOverrideJump.ToString(), IKOverrideJump),
|
||||
ms_category.CreateEntry(ModSetting.DetectEmotes.ToString(), DetectEmotes),
|
||||
ms_category.CreateEntry(ModSetting.FollowHips.ToString(), FollowHips),
|
||||
ms_category.CreateEntry(ModSetting.MassCenter.ToString(), MassCenter),
|
||||
ms_category.CreateEntry(ModSetting.ScaledSteps.ToString(), ScaledSteps),
|
||||
ms_category.CreateEntry(ModSetting.ScaledJump.ToString(), ScaledJump),
|
||||
ms_category.CreateEntry(ModSetting.CollisionScale.ToString(), CollisionScale),
|
||||
ms_category.CreateEntry(ModSetting.OverrideFix.ToString(), OverrideFix)
|
||||
};
|
||||
|
||||
IKOverrideCrouch = (bool)ms_entries[(int)ModSetting.IKOverrideCrouch].BoxedValue;
|
||||
CrouchLimit = ((int)ms_entries[(int)ModSetting.CrouchLimit].BoxedValue) * 0.01f;
|
||||
IKOverrideProne = (bool)ms_entries[(int)ModSetting.IKOverrideProne].BoxedValue;
|
||||
ProneLimit = ((int)ms_entries[(int)ModSetting.ProneLimit].BoxedValue) * 0.01f;
|
||||
PoseTransitions = (bool)ms_entries[(int)ModSetting.PoseTransitions].BoxedValue;
|
||||
AdjustedMovement = (bool)ms_entries[(int)ModSetting.AdjustedMovement].BoxedValue;
|
||||
IKOverrideFly = (bool)ms_entries[(int)ModSetting.IKOverrideFly].BoxedValue;
|
||||
IKOverrideJump = (bool)ms_entries[(int)ModSetting.IKOverrideJump].BoxedValue;
|
||||
DetectEmotes = (bool)ms_entries[(int)ModSetting.DetectEmotes].BoxedValue;
|
||||
FollowHips = (bool)ms_entries[(int)ModSetting.FollowHips].BoxedValue;
|
||||
MassCenter = (bool)ms_entries[(int)ModSetting.MassCenter].BoxedValue;
|
||||
ScaledSteps = (bool)ms_entries[(int)ModSetting.ScaledSteps].BoxedValue;
|
||||
ScaledJump = (bool)ms_entries[(int)ModSetting.ScaledJump].BoxedValue;
|
||||
CollisionScale = (bool)ms_entries[(int)ModSetting.CollisionScale].BoxedValue;
|
||||
OverrideFix = (bool)ms_entries[(int)ModSetting.OverrideFix].BoxedValue;
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(WaitMainMenuUi());
|
||||
|
@ -156,34 +126,6 @@ namespace ml_amt
|
|||
{
|
||||
switch(l_setting)
|
||||
{
|
||||
case ModSetting.IKOverrideCrouch:
|
||||
{
|
||||
IKOverrideCrouch = bool.Parse(p_value);
|
||||
IKOverrideCrouchChange?.Invoke(IKOverrideCrouch);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.IKOverrideProne:
|
||||
{
|
||||
IKOverrideProne = bool.Parse(p_value);
|
||||
IKOverrideProneChange?.Invoke(IKOverrideProne);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.PoseTransitions:
|
||||
{
|
||||
PoseTransitions = bool.Parse(p_value);
|
||||
PoseTransitionsChange?.Invoke(PoseTransitions);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.AdjustedMovement:
|
||||
{
|
||||
AdjustedMovement = bool.Parse(p_value);
|
||||
AdjustedMovementChange?.Invoke(AdjustedMovement);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.IKOverrideFly:
|
||||
{
|
||||
IKOverrideFly = bool.Parse(p_value);
|
||||
|
@ -219,13 +161,6 @@ namespace ml_amt
|
|||
}
|
||||
break;
|
||||
|
||||
case ModSetting.ScaledSteps:
|
||||
{
|
||||
ScaledSteps = bool.Parse(p_value);
|
||||
ScaledStepsChange?.Invoke(ScaledSteps);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.ScaledJump:
|
||||
{
|
||||
ScaledJump = bool.Parse(p_value);
|
||||
|
@ -233,13 +168,6 @@ namespace ml_amt
|
|||
}
|
||||
break;
|
||||
|
||||
case ModSetting.CollisionScale:
|
||||
{
|
||||
CollisionScale = bool.Parse(p_value);
|
||||
CollisionScaleChange?.Invoke(CollisionScale);
|
||||
}
|
||||
break;
|
||||
|
||||
case ModSetting.OverrideFix:
|
||||
{
|
||||
OverrideFix = bool.Parse(p_value);
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.UI;
|
||||
using ABI_RC.Systems.MovementSystem;
|
||||
using RootMotion.FinalIK;
|
||||
using System.Reflection;
|
||||
|
|
|
@ -1,107 +1,89 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{74E13D02-A506-41A2-A2CF-C8B3D5B1E452}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>ml_amt</RootNamespace>
|
||||
<TargetFramework>netstandard2.1</TargetFramework>
|
||||
<Authors>SDraw</Authors>
|
||||
<Company>None</Company>
|
||||
<Product>AvatarMotionTweaker</Product>
|
||||
<PackageId>AvatarMotionTweaker</PackageId>
|
||||
<Version>1.2.9</Version>
|
||||
<Platforms>x64</Platforms>
|
||||
<AssemblyName>ml_amt</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<Deterministic>true</Deterministic>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>bin\x64\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<DebugType>full</DebugType>
|
||||
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
|
||||
<OutputPath>bin\x64\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<DebugType>none</DebugType>
|
||||
<DebugSymbols>false</DebugSymbols>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>C:\Games\Steam\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="cohtml.Net">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Cohtml.Runtime">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="MelonLoader, Version=0.5.4.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="ml_pmc">
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\Mods\ml_pmc.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="ml_prm">
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\Mods\ml_prm.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="UnityEngine.AnimationModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Compile Remove="Test.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="Fixes\AnimatorAnalyzer.cs" />
|
||||
<Compile Include="AvatarParameter.cs" />
|
||||
<Compile Include="Fixes\AnimatorOverrideControllerFix.cs" />
|
||||
<Compile Include="Fixes\FBTDetectionFix.cs" />
|
||||
<Compile Include="Fixes\MovementJumpFix.cs" />
|
||||
<Compile Include="Fixes\PlayerColliderFix.cs" />
|
||||
<Compile Include="ModSupporter.cs" />
|
||||
<Compile Include="MotionTweaker.cs" />
|
||||
<Compile Include="Main.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Scripts.cs" />
|
||||
<Compile Include="Settings.cs" />
|
||||
<Compile Include="Utils.cs" />
|
||||
<None Remove="AvatarMotionTweaker.json" />
|
||||
<None Remove="resources\menu.js" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="resources\menu.js" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
|
||||
<ItemGroup>
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\net35\0Harmony.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="cohtml.Net">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="Cohtml.Runtime">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Cohtml.Runtime.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="MelonLoader">
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\net35\MelonLoader.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="ml_pmc">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\Mods\ml_pmc.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="ml_prm">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\Mods\ml_prm.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.AnimationModule">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.AnimationModule.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.CoreModule">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.PhysicsModule">
|
||||
<HintPath>D:\games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
<Private>false</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
<Exec Command="copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"" />
|
||||
</Target>
|
||||
|
||||
</Project>
|
||||
|
|
|
@ -1,6 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ReferencePath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\net35\;D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -180,31 +180,17 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
|
|||
<div class ="subcategory-description"></div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">IK override while crouching: </div>
|
||||
<div class ="option-input">
|
||||
<div id="IKOverrideCrouch" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Crouch limit: </div>
|
||||
<div class ="option-input">
|
||||
<div id="CrouchLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="65"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">IK override while proning: </div>
|
||||
<div class ="option-input">
|
||||
<div id="IKOverrideProne" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
<div id="CrouchLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="75"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Prone limit: </div>
|
||||
<div class ="option-input">
|
||||
<div id="ProneLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="30"></div>
|
||||
<div id="ProneLimit" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="40"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
@ -229,20 +215,6 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
|
|||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Pose transitions: </div>
|
||||
<div class ="option-input">
|
||||
<div id="PoseTransitions" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Adjusted pose movement speed: </div>
|
||||
<div class ="option-input">
|
||||
<div id="AdjustedMovement" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Detect animations emote tag: </div>
|
||||
<div class ="option-input">
|
||||
|
@ -257,13 +229,6 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
|
|||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Scaled locomotion steps: </div>
|
||||
<div class ="option-input">
|
||||
<div id="ScaledSteps" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h4><p style="color: #7F7F7F">Avatar independent game fixes/overhauls</p></h4><br>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
|
@ -272,13 +237,6 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
|
|||
<div id="ScaledJump" class ="inp_toggle no-scroll" data-current="false"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Alternative avatar collider: </div>
|
||||
<div class ="option-input">
|
||||
<div id="CollisionScale" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Fix animator overrides (chairs, etc.): </div>
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue